Bioshock Infinite would have been an entertaining game if it hadn't been for the autosave function constantly f**king around with my progress and generally ruining the experience for me. It didn't do as good a job drip-feeding you the clues required to support the reveals and revalations as the first Bioshock did, either, leaving some twists to feel a mite limp.

What does the Xbone have to do with saving your game? Don't get me wrong, the game is fantastic. It's just that I'd like to save whenever I want like in the previous games rather than from a checkpoint all the time. If the Xbone DOES have something to do with it, I don't care. All I know is that Microsoft really screwed up on this time. If I do get a new system, it will be the PS4 since all of my friends have playstations (I'm the only one with an Xbox) and I'm missing out on some fun gameplay with them.

I mean, they're porting the PC games and making them like the console version or just writing them to the same sort of design in the first place. I mean it makes sense that if I was using Adobe Photoshop on a Mac, that I shouldn't have to relearn it for the PC? Bad part I see with this idea is that you get stuff like an interface adapted to the limits of a smart phone's small touch screen and implemented on a PC with a mouse and 17" non-touch LCD panel.

Lol I understand what you're saying on both comments. It's a good thing I don't drink Pepsi or Coke. I know that the Xbox autosaves on most games, but with Bioshock 1 and 2 you could autosave AND have a specific save point rather than relying on the autosave alone. This was in both the 360 & the PS3 versions, I think. The reason I say this is because I was playing Bioshock Infinite on hard mode and at some point during the game it stopped autosaving. I don't know if it's because I ran out of memory or something else, but it would have been nice to have the option of saving rather than trying to beat the game in 3 to 5 hours because the last checkpoint saved was that far away. I like a little flexibility in saving my games.

Great image concept garunteed to geek out the people who played the game while making those who didn't feel like they aren't in on something they should be. And I'm really glad to see I'm not the only one who hated that friggin' auto-save. Really, in this day and age, is it really that hard to mess up a saving system?!?!

Eh, I loved the game, i seriously did'nt have any problems, Possibly one of the best games i've ever played, i did'nt experience any trouble with the game's autosaving features at all. (Keeping in mind however that i played it straight from noon until 3pm at night when i got it, and thus never actually turned it off and experience any autosave problems. >.>)

In a game dealing with quantum physics featuring a lighthouse that contains the entire multiverse... we get one ending?Yeah a finger is a better prize, at least it's more creative than the jumbled paradoxical ending they force fed us.

Because Bioshock Infinite is basically the mirror image of Bioshock 1? Moving from infinite possibilities into a single unified timeline, rather than from mind-controlled slavery to the freedom of choice?

Well I'd like to nitpick at that a little.The mind-control of Bioshock 1, while relevant to the plot, had nothing to do with the ending. Whether you became an underseas tyrant or a father to five girls was based on choices made outside of the influence of the command phrase. The key to the ending was always your choice as a player, not one forced on you.

Which goes into the question of game endings. Some have one ending based on a strict path progression, others have multiple endings based on certain variables, some are so open ended they go on even after the main story ends (Skyrim or any MMO).

I'm not saying every game need multiple endings, but when it's been a feature in your series, you sense its absence.

With Bioshock Infinite, in all honesty though the ending is in the same camp as Super Mario Bros II. It was all a dream.

> I'm not saying every game need multiple endings, but when it's been a feature in your series, you sense its absence.

And do you really think that wasn't intentional?

The Bioshock series has always been good at subverting your expectations. In the case of Infinite, they made a conscious decision to throw in a bunch of red herring "choice" moments that the player is expected to believe is important. . . but in the end, they aren't. Because everything that you do is intended to funnel you into a single moment of truth: the moment where the multiverse collapses and the timelines merge.

Remember that Bioshock Infinite uses the "Many Worlds" explanation for Quantum Uncertainty: any time a choice is made, the timelines split. But as long as the timelines are split, the villain still has power. The only way to stop that is to collapse the timelines and annihilate the timeline where the villain exists.

Given that the entire plot revolves around creating that joining of timelines. . . given that you have to negate choice. . . how can you expect the game to have multiple endings?

To me, the big reveal at the end felt rushed and didn't have the "umph" it needed.

Further more, to me, I felt they reached for too many things at once. The previous games had one target (objectivism in Bioshock, and collectivism in Bioshock 2) and swung at those targets with big sticks. The critiques stuck you right in the gut (Ex. In Bioshock, we saw a society literally rotting from the inside because it had no social contract between the people and it's leader. In Bioshock 2, we saw the madness and unfairness of a society that de-value's the individual rights in favor of social cohesion.)

But Bioshock Infinite took on SO MUCH STUFF (Manifest Destiny, American Exceptional-ism, Cult of Personality, Religious Extremism, populist anger, the Dangers of Revolution, the Occupy Movement, etc.) that the messages of their criticisms didn't land quite as hard.

Again, It was an AMAZING game and I agree that this ending was better than the murky unresolved nature of the previous two endings in the franchise. But they didn't give us enough time to process the two major twists, we didn't see how that one character (spoiler), Much ado was made about how Fitzroy was as bad as Comstock but she wasn't made enough of a villain for the Vox to seem anything more than a bunch of angry people. I wanted more.

It's a great game, in fact I would dare say that it's a game changer, but I just wanted more out of it's ending.